FEAT_SUBTYPE subtype; /*!< 副特性値 */
FEAT_POWER power; /*!< 地形強度 */
- SYMBOL_COLOR d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
+ TERM_COLOR d_attr[F_LIT_MAX]; /*!< デフォルトの地形シンボルカラー / Default feature attribute */
SYMBOL_CODE d_char[F_LIT_MAX]; /*!< デフォルトの地形シンボルアルファベット / Default feature character */
- SYMBOL_COLOR x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
+ TERM_COLOR x_attr[F_LIT_MAX]; /*!< 設定変更後の地形シンボルカラー / Desired feature attribute */
SYMBOL_CODE x_char[F_LIT_MAX]; /*!< 設定変更後の地形シンボルアルファベット / Desired feature character */
};
DEPTH level; /*!< ベースアイテムの基本生成階 / Level */
BIT_FLAGS8 extra; /*!< その他色々のビットフラグ配列 / Something */
- SYMBOL_COLOR d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
+ TERM_COLOR d_attr; /*!< デフォルトのアイテムシンボルカラー / Default object attribute */
SYMBOL_CODE d_char; /*!< デフォルトのアイテムシンボルアルファベット / Default object character */
- SYMBOL_COLOR x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
+ TERM_COLOR x_attr; /*!< 設定変更後のアイテムシンボルカラー / Desired object attribute */
SYMBOL_CODE x_char; /*!< 設定変更後のアイテムシンボルアルファベット / Desired object character */
- s16b flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
+ IDX flavor; /*!< 調査中(TODO) / Special object flavor (or zero) */
bool easy_know; /*!< ベースアイテムが初期からベース名を判断可能かどうか / This object is always known (if aware) */
byte cur_num; /*! 現在の生成数 / Number created (0 or 1) */
byte max_num; /*! (未使用)最大生成数 / Unused (should be "1") */
- s16b floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
+ FLOOR_IDX floor_id; /*! アイテムを落としたフロアのID / Leaved on this location last time */
byte act_idx; /*! 発動能力ID / Activative ability index */
};
DEPTH level; /* Level of creature */
RARITY rarity; /* Rarity of creature */
-
- SYMBOL_COLOR d_attr; /* Default monster attribute */
+ TERM_COLOR d_attr; /* Default monster attribute */
SYMBOL_CODE d_char; /* Default monster character */
-
- SYMBOL_COLOR x_attr; /* Desired monster attribute */
+ TERM_COLOR x_attr; /* Desired monster attribute */
SYMBOL_CODE x_char; /* Desired monster character */
struct cave_type
{
- u16b info; /* Hack -- cave flags */
+ BIT_FLAGS info; /* Hack -- cave flags */
FEAT_IDX feat; /* Hack -- feature type */
OBJECT_IDX o_idx; /* Object in this grid */
WEIGHT weight; /* Item weight */
- IDX name1; /* Artifact type, if any */
- IDX name2; /* Ego-Item type, if any */
+ ARTIFACT_IDX name1; /* Artifact type, if any */
+ EGO_IDX name2; /* Ego-Item type, if any */
XTRA8 xtra1; /* Extra info type (now unused) */
XTRA8 xtra2; /* Extra info activation index */
TIME_EFFECT timeout; /* Timeout Counter */
byte ident; /* Special flags */
-
byte marked; /* Object is marked */
u16b inscription; /* Inscription index */
BIT_FLAGS art_flags[TR_FLAG_SIZE]; /* Extra Flags for ego and artifacts */
BIT_FLAGS curse_flags; /* Flags for curse */
- IDX next_o_idx; /* Next object in stack (if any) */
- IDX held_m_idx; /* Monster holding us (if any) */
+ OBJECT_IDX next_o_idx; /* Next object in stack (if any) */
+ MONSTER_IDX held_m_idx; /* Monster holding us (if any) */
ARTIFACT_BIAS_IDX artifact_bias; /*!< ランダムアーティファクト生成時のバイアスID */
};
/*
* Monster information, for a specific monster.
- *
* Note: fy, fx constrain dungeon size to 256x256
- *
* The "hold_o_idx" field points to the first object of a stack
* of objects (if any) being carried by the monster (see above).
*/
struct monster_type
{
MONRACE_IDX r_idx; /* Monster race index */
- IDX ap_r_idx; /* Monster race appearance index */
+ MONRACE_IDX ap_r_idx; /* Monster race appearance index */
byte sub_align; /* Sub-alignment for a neutral monster */
POSITION fy; /* Y location on map */
HIT_POINT hp; /* Current Hit points */
HIT_POINT maxhp; /* Max Hit points */
HIT_POINT max_maxhp; /* Max Max Hit points */
- u32b dealt_damage; /* Sum of damages dealt by player */
+ HIT_POINT dealt_damage; /* Sum of damages dealt by player */
TIME_EFFECT mtimed[MAX_MTIMED]; /* Timed status counter */
byte o_set;
byte o_bit;
- cptr o_text;
- cptr o_desc;
+ concptr o_text;
+ concptr o_desc;
};
QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
QUEST_TYPE type; /*!< クエストの種別 / The quest type */
- char name[60]; /*!< クエスト名 / Quest name */
+ GAME_TEXT name[60]; /*!< クエスト名 / Quest name */
DEPTH level; /*!< 処理階層 / Dungeon level */
MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
struct owner_type
{
- cptr owner_name; /* Name */
-
+ concptr owner_name; /* Name */
PRICE max_cost; /* Purse limit */
-
byte max_inflate; /* Inflation (max) */
byte min_inflate; /* Inflation (min) */
-
byte haggle_per; /* Haggle unit */
-
byte insult_max; /* Insult limit */
-
byte owner_race; /* Owner race */
};
struct player_sex
{
- cptr title; /* Type of sex */
- cptr winner; /* Name of winner */
+ concptr title; /* Type of sex */
+ concptr winner; /* Name of winner */
#ifdef JP
- cptr E_title; /* 英語性別 */
- cptr E_winner; /* 英語性別 */
+ concptr E_title; /* 英語性別 */
+ concptr E_winner; /* 英語性別 */
#endif
};
struct player_race
{
- cptr title; /* Type of race */
+ concptr title; /* Type of race */
#ifdef JP
- cptr E_title; /* 英語種族 */
+ concptr E_title; /* 英語種族 */
#endif
s16b r_adj[6]; /* Racial stat bonuses */
struct player_class
{
- cptr title; /* Type of class */
+ concptr title; /* Type of class */
#ifdef JP
- cptr E_title; /* 英語職業 */
+ concptr E_title; /* 英語職業 */
#endif
s16b c_adj[6]; /* Class stat modifier */
typedef struct player_seikaku player_seikaku;
struct player_seikaku
{
- cptr title; /* Type of seikaku */
+ concptr title; /* Type of seikaku */
#ifdef JP
- cptr E_title; /* 英語性格 */
+ concptr E_title; /* 英語性格 */
#endif
s16b a_adj[6]; /* seikaku stat bonuses */
POSITION oldpy; /* Previous player location -KMW- */
POSITION oldpx; /* Previous player location -KMW- */
- CHARACTER_IDX psex; /* Sex index */
- CHARACTER_IDX prace; /* Race index */
- CHARACTER_IDX pclass; /* Class index */
- CHARACTER_IDX pseikaku; /* Seikaku index */
- REALM_IDX realm1; /* First magic realm */
- REALM_IDX realm2; /* Second magic realm */
- CHARACTER_IDX oops; /* Unused */
+ SEX_IDX psex; /* Sex index */
+ RACE_IDX prace; /* Race index */
+ CLASS_IDX pclass; /* Class index */
+ CHARACTER_IDX pseikaku; /* Seikaku index */
+ REALM_IDX realm1; /* First magic realm */
+ REALM_IDX realm2; /* Second magic realm */
+ CHARACTER_IDX oops; /* Unused */
- DICE_SID hitdie; /* Hit dice (sides) */
- u16b expfact; /* Experience factor
- * Note: was byte, causing overflow for Amberite
- * characters (such as Amberite Paladins)
- */
+ DICE_SID hitdie; /* Hit dice (sides) */
+ u16b expfact; /* Experience factor
+ * Note: was byte, causing overflow for Amberite
+ * characters (such as Amberite Paladins)
+ */
s16b age; /* Characters age */
s16b ht; /* Height */
SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
- MAGIC_NUM2 magic_num2[108]; /*!< Flags for non-spellbook type magics */
+ MAGIC_NUM2 magic_num2[108]; /*!< 魔道具術師の取り込み済魔道具使用回数 / Flags for non-spellbook type magics */
SPELL_IDX mane_spell[MAX_MANE];
HIT_POINT mane_dam[MAX_MANE];
HIT_POINT player_hp[PY_MAX_LEVEL];
char died_from[80]; /* What killed the player */
- cptr last_message; /* Last message on death or retirement */
+ concptr last_message; /* Last message on death or retirement */
char history[4][60]; /* Textual "history" for the Player */
u16b total_winner; /* Total winner */
byte knowledge; /* Knowledge about yourself */
BIT_FLAGS visit; /* Visited towns */
- byte start_race; /* Race at birth */
+ RACE_IDX start_race; /* Race at birth */
BIT_FLAGS old_race1; /* Record of race changes */
BIT_FLAGS old_race2; /* Record of race changes */
s16b old_realm; /* Record of realm changes */
s16b today_mon; /* Wanted monster */
bool dtrap; /* Whether you are on trap-safe grids */
- s16b floor_id; /* Current floor location */
+ FLOOR_IDX floor_id; /* Current floor location */
bool autopick_autoregister; /* auto register is in-use or not */
IDX health_who; /* Health bar trackee */
- IDX monster_race_idx; /* Monster race trackee */
+ MONRACE_IDX monster_race_idx; /* Monster race trackee */
- IDX object_kind_idx; /* Object kind trackee */
+ KIND_OBJECT_IDX object_kind_idx; /* Object kind trackee */
s16b new_spells; /* Number of spells available */
s16b old_spells;
s16b cur_lite; /* Radius of lite (if any) */
-
- u32b notice; /* Special Updates (bit flags) */
- u32b update; /* Pending Updates (bit flags) */
- u32b redraw; /* Normal Redraws (bit flags) */
- u32b window; /* Window Redraws (bit flags) */
+ BIT_FLAGS update; /* Pending Updates */
+ #define PU_BONUS 0x00000001L /*!< ステータス更新フラグ: 能力値修正 / Calculate bonuses */
+ #define PU_TORCH 0x00000002L /*!< ステータス更新フラグ: 光源半径 / Calculate torch radius */
+ #define PU_HP 0x00000010L /*!< ステータス更新フラグ: HP / Calculate chp and mhp */
+ #define PU_MANA 0x00000020L /*!< ステータス更新フラグ: MP / Calculate csp and msp */
+ #define PU_SPELLS 0x00000040L /*!< ステータス更新フラグ: 魔法学習数 / Calculate spells */
+ #define PU_COMBINE 0x00000100L /*!< アイテム処理フラグ: アイテムの結合を要する / Combine the pack */
+ #define PU_REORDER 0x00000200L /*!< アイテム処理フラグ: アイテムの並び替えを要する / Reorder the pack */
+ #define PU_AUTODESTROY 0x00000400L /*!< アイテム処理フラグ: アイテムの自動破壊を要する / Auto-destroy marked item */
+ #define PU_UN_VIEW 0x00010000L /*!< ステータス更新フラグ: 地形の視界外化 / Forget view */
+ #define PU_UN_LITE 0x00020000L /*!< ステータス更新フラグ: 明暗範囲の視界外化 / Forget lite */
+ #define PU_VIEW 0x00100000L /*!< ステータス更新フラグ: 視界 / Update view */
+ #define PU_LITE 0x00200000L /*!< ステータス更新フラグ: 明暗範囲 / Update lite */
+ #define PU_MON_LITE 0x00400000L /*!< ステータス更新フラグ: モンスターの光源範囲 / Monster illumination */
+ #define PU_DELAY_VIS 0x00800000L /*!< ステータス更新フラグ: 視界の追加更新 / Mega-Hack -- Delayed visual update */
+ #define PU_MONSTERS 0x01000000L /*!< ステータス更新フラグ: モンスターのステータス / Update monsters */
+ #define PU_DISTANCE 0x02000000L /*!< ステータス更新フラグ: プレイヤーとモンスターの距離 / Update distances */
+ #define PU_FLOW 0x10000000L /*!< ステータス更新フラグ: プレイヤーから各マスへの到達距離 / Update flow */
+
+ BIT_FLAGS redraw; /* Normal Redraws */
+ BIT_FLAGS window; /* Window Redraws */
s16b stat_use[6]; /* Current modified stats */
s16b stat_top[6]; /* Maximal modified stats */
bool sutemi;
bool counter;
- ALIGNMENT align; /* Good/evil/neutral */
+ ALIGNMENT align; /* Good/evil/neutral */
POSITION run_py;
POSITION run_px;
+ DIRECTION fishing_dir;
/*** Extracted fields ***/
ACTION_SKILL_POWER skill_dev; /*!< 行動技能値:魔道具使用 / Skill: Magic Devices */
ACTION_SKILL_POWER skill_sav; /*!< 行動技能値:魔法防御 / Skill: Saving throw */
ACTION_SKILL_POWER skill_stl; /*!< 行動技能値:隠密 / Skill: Stealth factor */
- ACTION_SKILL_POWER skill_srh; /*!< 行動技能値:知覚 / Skill: Searching ability */
+
+ /*!
+ * 行動技能値:知覚 / Skill: Searching ability
+ * この値はsearch()による地形の隠し要素発見処理などで混乱、盲目、幻覚、無光源などの
+ * 状態異常がない限り、難易度修正などがないままそのままパーセンテージ値として使われる。
+ * 100以上ならば必ず全てのトラップなどを見つけることが出来る。
+ */
+ ACTION_SKILL_POWER skill_srh;
+
ACTION_SKILL_POWER skill_fos; /*!< 行動技能値:探索 / Skill: Searching frequency */
ACTION_SKILL_POWER skill_thn; /*!< 行動技能値:打撃命中能力 / Skill: To hit (normal) */
ACTION_SKILL_POWER skill_thb; /*!< 行動技能値:射撃命中能力 / Skill: To hit (shooting) */
POSITION y; /* Player location in dungeon */
POSITION x; /* Player location in dungeon */
- char name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
+ GAME_TEXT name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
};
struct birther
{
- byte psex; /* Sex index */
- byte prace; /* Race index */
- byte pclass; /* Class index */
- byte pseikaku; /* Seikaku index */
- REALM_IDX realm1; /* First magic realm */
- REALM_IDX realm2; /* Second magic realm */
+ SEX_IDX psex; /* Sex index */
+ RACE_IDX prace; /* Race index */
+ CLASS_IDX pclass; /* Class index */
+ CHARACTER_IDX pseikaku; /* Seikaku index */
+ REALM_IDX realm1; /* First magic realm */
+ REALM_IDX realm2; /* Second magic realm */
s16b age;
s16b ht;
struct martial_arts
{
- cptr desc; /* A verbose attack description */
+ concptr desc; /* A verbose attack description */
int min_level; /* Minimum level to use */
int chance; /* Chance of 'success' */
int dd; /* Damage dice */
struct kamae
{
- cptr desc; /* A verbose kamae description */
+ concptr desc; /* A verbose kamae description */
int min_level; /* Minimum level to use */
- cptr info;
+ concptr info;
};
/* Mindcrafters */
int min_lev;
int mana_cost;
int fail;
- cptr name;
+ concptr name;
};
typedef struct mind_power mind_power;
int manedam;
int manefail;
int use_stat;
- cptr name;
+ concptr name;
};
struct building_type
{
- char name[20]; /* proprietor name */
- char owner_name[20]; /* proprietor name */
+ GAME_TEXT name[20]; /* proprietor name */
+ GAME_TEXT owner_name[20]; /* proprietor name */
char owner_race[20]; /* proprietor race */
- char act_names[8][30]; /* action names */
+ GAME_TEXT act_names[8][30]; /* action names */
PRICE member_costs[8]; /* Costs for class members of building */
PRICE other_costs[8]; /* Costs for nonguild members */
char letters[8]; /* action letters */
- s16b actions[8]; /* action codes */
- s16b action_restr[8]; /* action restrictions */
+ BACT_IDX actions[8]; /* action codes */
+ BACT_RESTRICT_IDX action_restr[8]; /* action restrictions */
CLASS_IDX member_class[MAX_CLASS]; /* which classes are part of guild */
RACE_IDX member_race[MAX_RACES]; /* which classes are part of guild */
typedef struct wilderness_type wilderness_type;
struct wilderness_type
{
- int terrain;
- int town;
- int road;
- u32b seed;
- DEPTH level;
- byte entrance;
+ int terrain;
+ int town;
+ int road;
+ u32b seed;
+ DEPTH level;
+ byte entrance;
};
typedef struct town_type town_type;
struct town_type
{
- char name[32];
- u32b seed; /* Seed for RNG */
- store_type *store; /* The stores [MAX_STORES] */
- byte numstores;
+ GAME_TEXT name[32];
+ u32b seed; /* Seed for RNG */
+ store_type *store; /* The stores [MAX_STORES] */
+ byte numstores;
};
/* Dungeons */
typedef struct dun_type dun_type;
struct dun_type
{
- byte min_level; /* Minimum level in the dungeon */
- byte max_level; /* Maximum dungeon level allowed */
-
- cptr name; /* The name of the dungeon */
+ DEPTH min_level; /* Minimum level in the dungeon */
+ DEPTH max_level; /* Maximum dungeon level allowed */
+ concptr name; /* The name of the dungeon */
};
/*
struct tag_type
{
- int tag;
- int index;
+ int tag;
+ int index;
};
-typedef bool (*monster_hook_type)(MONRACE_IDX r_idx);
+typedef bool (*monsterrace_hook_type)(MONRACE_IDX r_idx);
/*
struct high_score
{
- char what[8]; /* Version info (string) */
-
- char pts[10]; /* Total Score (number) */
-
- char gold[10]; /* Total Gold (number) */
-
- char turns[10]; /* Turns Taken (number) */
-
- char day[10]; /* Time stamp (string) */
-
- char who[16]; /* Player Name (string) */
-
- char uid[8]; /* Player UID (number) */
-
- char sex[2]; /* Player Sex (string) */
- char p_r[3]; /* Player Race (number) */
- char p_c[3]; /* Player Class (number) */
- char p_a[3]; /* Player Seikaku (number) */
-
- char cur_lev[4]; /* Current Player Level (number) */
- char cur_dun[4]; /* Current Dungeon Level (number) */
- char max_lev[4]; /* Max Player Level (number) */
- char max_dun[4]; /* Max Dungeon Level (number) */
-
- char how[40]; /* Method of death (string) */
+ GAME_TEXT what[8]; /* Version info (string) */
+ GAME_TEXT pts[10]; /* Total Score (number) */
+ GAME_TEXT gold[10]; /* Total Gold (number) */
+ GAME_TEXT turns[10]; /* Turns Taken (number) */
+ GAME_TEXT day[10]; /* Time stamp (string) */
+ GAME_TEXT who[16]; /* Player Name (string) */
+ GAME_TEXT uid[8]; /* Player UID (number) */
+ GAME_TEXT sex[2]; /* Player Sex (string) */
+ GAME_TEXT p_r[3]; /* Player Race (number) */
+ GAME_TEXT p_c[3]; /* Player Class (number) */
+ GAME_TEXT p_a[3]; /* Player Seikaku (number) */
+
+ GAME_TEXT cur_lev[4]; /* Current Player Level (number) */
+ GAME_TEXT cur_dun[4]; /* Current Dungeon Level (number) */
+ GAME_TEXT max_lev[4]; /* Max Player Level (number) */
+ GAME_TEXT max_dun[4]; /* Max Dungeon Level (number) */
+
+ GAME_TEXT how[40]; /* Method of death (string) */
};
/* A structure for the != dungeon types */
typedef struct dungeon_info_type dungeon_info_type;
struct dungeon_info_type {
- STR_OFFSET name; /* Name */
- STR_OFFSET text; /* Description */
+
+ STR_OFFSET name; /* Name */
+ STR_OFFSET text; /* Description */
POSITION dy;
POSITION dx;
* @brief 自動拾い/破壊設定データの構造体 / A structure type for entry of auto-picker/destroyer
*/
typedef struct {
- cptr name; /*!< 自動拾い/破壊定義の名称一致基準 / Items which have 'name' as part of its name match */
- cptr insc; /*!< 対象となったアイテムに自動で刻む内容 / Items will be auto-inscribed as 'insc' */
- u32b flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
+ concptr name; /*!< 自動拾い/破壊定義の名称一致基準 / Items which have 'name' as part of its name match */
+ concptr insc; /*!< 対象となったアイテムに自動で刻む内容 / Items will be auto-inscribed as 'insc' */
+ BIT_FLAGS flag[2]; /*!< キーワードに関する汎用的な条件フラグ / Misc. keyword to be matched */
byte action; /*!< 対象のアイテムを拾う/破壊/放置するかの指定フラグ / Auto-pickup or Destroy or Leave items */
byte dice; /*!< 武器のダイス値基準値 / Weapons which have more than 'dice' dice match */
byte bonus; /*!< アイテムのボーナス基準値 / Items which have more than 'bonus' magical bonus match */
*/
typedef struct
{
- s16b floor_id; /* No recycle until 65536 IDs are all used */
- byte savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
+ FLOOR_IDX floor_id; /* No recycle until 65536 IDs are all used */
+ s16b savefile_id; /* ID for savefile (from 0 to MAX_SAVED_FLOOR) */
DEPTH dun_level;
s32b last_visit; /* Time count of last visit. 0 for new floor. */
u32b visit_mark; /* Older has always smaller mark. */
- s16b upper_floor_id; /* a floor connected with level teleportation */
- s16b lower_floor_id; /* a floor connected with level tel. and trap door */
+ FLOOR_IDX upper_floor_id; /* a floor connected with level teleportation */
+ FLOOR_IDX lower_floor_id; /* a floor connected with level tel. and trap door */
} saved_floor_type;
*/
typedef struct
{
- u16b info;
- s16b feat;
- s16b mimic;
+ BIT_FLAGS info;
+ FEAT_IDX feat;
+ FEAT_IDX mimic;
s16b special;
u16b occurrence;
} cave_template_type;
*/
typedef struct
{
- s16b r_idx; /*!< 闘技場のモンスター種族ID(0ならば表彰式) / Monster (0 means victory prizing) */
- byte tval; /*!< モンスター打倒後に得られるアイテムの大カテゴリID / tval of prize (0 means no prize) */
- byte sval; /*!< モンスター打倒後に得られるアイテムの小カテゴリID / sval of prize */
+ MONRACE_IDX r_idx; /*!< 闘技場のモンスター種族ID(0ならば表彰式) / Monster (0 means victory prizing) */
+ OBJECT_TYPE_VALUE tval; /*!< モンスター打倒後に得られるアイテムの大カテゴリID / tval of prize (0 means no prize) */
+ OBJECT_SUBTYPE_VALUE sval; /*!< モンスター打倒後に得られるアイテムの小カテゴリID / sval of prize */
} arena_type;
typedef struct {
int run; /* Remaining grid number */
int cost[MAX_HGT][MAX_WID];
- int x; /* Target X */
- int y; /* Target Y */
- int dir; /* Running direction */
+ POSITION x; /* Target X */
+ POSITION y; /* Target Y */
+ DIRECTION dir; /* Running direction */
} travel_type;
#endif
typedef struct {
- cptr flag;
+ concptr flag;
byte index;
byte level;
s32b value;
struct {
int constant;
- int dice;
+ DICE_NUMBER dice;
} timeout;
- cptr desc;
+ concptr desc;
} activation_type;
typedef struct {
int flag;
int type;
- cptr name;
+ concptr name;
} dragonbreath_type;